Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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//-----------------------------------------------------------------------------
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//
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// Sample Name: RefreshRate Sample
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//
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//-----------------------------------------------------------------------------
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Description
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===========
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This example demonstrates basic usage of the IDirectDraw7::StartRefreshRate
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and IDirectDraw7::EvaluateMode methods. Together, these methods allow an
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application to explore what display modes and refresh rates the monitor
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connected to this display device is able to display, though a manual
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user-controlled process. The application will present the UI that asks
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the user if the current mode under test is being displayed correctly by
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the monitor.
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Applications should use these methods when they are interested in using
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higher refresh rates.
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The basic idea is that DirectDraw will setup a list of modes to be tested
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(based on the list the app passed in), and then sequentially test them
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under application control. The app starts the test process, and then
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calls IDirectDraw7::EvaluateMode continuously. DirectDraw will take care
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of settings the modes. All the app has to do is SetCooperativeLevel
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beforehand, and then handle surface loss and drawing the UI that asks the
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user if they can see the current mode under test. DirectDraw returns
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enough information from IDirectDraw7::EvalulateMode to allow the app to
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know when to do these things, and when to stop testing. The app can pass
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a flag to IDirectDraw7::EvaluateMode if the user happened to say they
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could see the mode corretly, which will cause DirectDraw to mark the mode
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as good and move on. DirectDraw may also decide that time as run out and
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give up on a certain mode.
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DirectDraw uses information at its disposal from any automated means to
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make the testing process as short as possible, and applications only need
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to test modes they are interested in.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DDraw\RefreshRate
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Executable: DXSDK\Samples\Multimedia\DDraw\Bin
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User's Guide
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============
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The user interface is a simple dialog box. First select the DirectDraw display
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device. Then select which modes you would like to test, and click 'Test'.
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Each display mode will be tested, and the user can select if the mode appears
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correctly or not.
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If the user makes a mistake, and accidently says YES when a mode cannot be seen,
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or NO when a mode really can be seen (thus ending up with a lower refresh rate than
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possible) this allows the user to reset the test results and try again.
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Click the Exit button to exit the application.
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